For example, I have two StatefulWidget to monitor the same callback method. How should I do this? In case I have more than three StatefulWidget to monitor its events?
class WidgetOne extends StatefulWidget {
#override
_WidgetOneState createState() => new _WidgetOneState();
}
class _WidgetOneState extends State<WidgetOne> {
// this is the callback, the widget two want listen the callback too
bool _onNotification(ScrollNotification notification){
}
#override
Widget build(BuildContext context) {
return new Column(
children: <Widget>[
new NotificationListener(child: new ListView(shrinkWrap: true,),
onNotification: _onNotification),
new WidgetTwo()
],
);
}
}
class WidgetTwo extends StatefulWidget {
#override
_WidgetTwoState createState() => new _WidgetTwoState();
}
class _WidgetTwoState extends State<WidgetTwo> {
// in this,How Can I get the callback in WidgetOne?
#override
Widget build(BuildContext context) {
return new Container();
}
}
You can't and shouldn't. Widgets should never depends on the architecture of other widgets.
You have two possibilities :
Merge WidgetTwo and WidgetOne. As separating them doesn't makes sense (at least with what you provided).
Modify WidgetTwo to take a child. And add that ListView as child of WidgetTwo. So that it can wrap the list into it's own NotificationListener.
Your solution could be possible by using setState() and pass your state function in constructor of WidgetTwo. I did an example below, main idea of this example is I have MyHomePage as my main Widget and MyFloatButton (which I want to customise as another StatefulWidget), so when pressing the FAB i need to call increment counter function in MyHomePage. Lets take a look below how I do that.
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => new _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
//Consider this function as your's _onNotification and important to note I am using setState() within :)
void _incrementCounter() {
setState(() {
_counter++;
});
}
#override
Widget build(BuildContext context) {
return new Scaffold(
appBar: new AppBar(
title: new Text(
widget.title,
style: TextStyle(color: Colors.white),
),
),
body: new Center(
child: new Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
new Text(
'You have pushed the button $_counter times:',
style: TextStyle(fontSize: 20.0, fontWeight: FontWeight.bold),
),
],
),
),
floatingActionButton: new MyFloatButton(_incrementCounter),//here I am calling MyFloatButton Constructor passing _incrementCounter as a function
);
}
}
class MyFloatButton extends StatefulWidget {
final Function onPressedFunction;
// Here I am receiving the function in constructor as params
MyFloatButton(this.onPressedFunction);
#override
_MyFloatButtonState createState() => new _MyFloatButtonState();
}
class _MyFloatButtonState extends State<MyFloatButton> {
#override
Widget build(BuildContext context) {
return new Container(
padding: EdgeInsets.all(5.0),
decoration: new BoxDecoration(color: Colors.orangeAccent, borderRadius: new BorderRadius.circular(50.0)),
child: new IconButton(
icon: new Icon(Icons.add),
color: Colors.white,
onPressed: widget.onPressedFunction,// here i set the onPressed property with widget.onPressedFunction. Remember that you should use "widget." in order to access onPressedFunction here!
),
);
}
}
Now Consider MyHomePage as your WidgetOne, MyFloatButton as your WidgetTwo and _incrementCounter function as your _onNotification. Hope you will achieve what you want :)
(I did example generically so anyone can understand according to scenario they are facing)
You can use the built-in widget property for stateful widgets.
https://api.flutter.dev/flutter/widgets/State/widget.html
So in WidgetOne it will be
new WidgetTwo(callback: callback)
in WidgetTwo
class WidgetTwo extends StatefulWidget {
final Function callback;
WidgetTwo({this.callback});
#override
_WidgetTwoState createState() => new _WidgetTwoState();
}
and in _WidgetTwoState you can access it as
widget.callback
Related
Im new to flutter and dart so i have created simple counter flutter app , explained in article.
But when stream does not update widget when subject adds values.
can someone help me to find the issue.
my main widget class
class MyApp extends StatelessWidget {
// This widget is the root of your application.
#override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
CounterBloc _counterBloc = new CounterBloc(initialCount: 0);
#override
Widget build(BuildContext context) {
// This method is rerun every time setState is called, for instance as done
// by the _incrementCounter method above.
//
// The Flutter framework has been optimized to make rerunning build methods
// fast, so that you can just rebuild anything that needs updating rather
// than having to individually change instances of widgets.
return Scaffold(
appBar: AppBar(
// Here we take the value from the MyHomePage object that was created by
// the App.build method, and use it to set our appbar title.
title: Text(widget.title),
),
body: Counter(),
floatingActionButton: FloatingActionButton(
onPressed: _counterBloc.increment,
tooltip: 'Increment',
child: Icon(Icons.add),
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
}
and Counter widget
class Counter extends StatefulWidget {
#override
_CounterState createState() => _CounterState();
}
class _CounterState extends State<Counter> {
CounterBloc _counterBloc = new CounterBloc(initialCount: 1);
#override
void dispose() {
_counterBloc.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return StreamBuilder(
stream: _counterBloc.counterObservable,
builder: (context, snapshot) => Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'You have pushed the button this many times:',
),
Text(
'${snapshot.hasData}',
style: Theme.of(context).textTheme.display1,
),
],
),
),
);
}
}
and here is my bloc class
class CounterBloc {
int initialCount =
1; //if the data is not passed by paramether it initializes with 0
BehaviorSubject<int> _subjectCounter;
CounterBloc({this.initialCount}) {
_subjectCounter = new BehaviorSubject<int>.seeded(
this.initialCount); //initializes the subject with element already
}
Observable<int> get counterObservable => _subjectCounter.stream;
void increment() {
initialCount++;
print(initialCount);
_subjectCounter.add(initialCount);
}
void decrement() {
initialCount--;
_subjectCounter.add(initialCount);
}
void dispose() {
_subjectCounter.close();
}
}
Can some one help me to find the issue.
Thanks.
You are using two separate instances of CounterBloc in MyHomePage and Counter classes. A simple solution would be to pass the CounterBloc of MyHomePage to Counter:
MyHomePage
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => _MyHomePageState();
}
MyHomePageState
class _MyHomePageState extends State<MyHomePage> {
CounterBloc _counterBloc = CounterBloc(initialCount: 0);
#override
Widget build(BuildContext context) {
// This method is rerun every time setState is called, for instance as done
// by the _incrementCounter method above.
//
// The Flutter framework has been optimized to make rerunning build methods
// fast, so that you can just rebuild anything that needs updating rather
// than having to individually change instances of widgets.
return Scaffold(
appBar: AppBar(
// Here we take the value from the MyHomePage object that was created by
// the App.build method, and use it to set our appbar title.
title: Text(widget.title),
),
body: Counter(
bloc: _counterBloc,
),
floatingActionButton: FloatingActionButton(
onPressed: _counterBloc.increment,
tooltip: 'Increment',
child: Icon(Icons.add),
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
}
Counter
class Counter extends StatefulWidget {
Counter({Key key, this.bloc}) : super(key: key);
final CounterBloc bloc;
#override
_CounterState createState() => _CounterState();
}
CounterState
class _CounterState extends State<Counter> {
CounterBloc _counterBloc;
#override
void dispose() {
_counterBloc.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
CounterBloc _counterBloc = widget.bloc;
return StreamBuilder(
stream: _counterBloc.counterObservable,
builder: (context, snapshot) => Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'You have pushed the button this many times:',
),
Text(
'${snapshot.data}',
style: Theme.of(context).textTheme.display1,
),
],
),
),
);
}
}
But in the long run, rather than passing your Bloc explicitly as a parameter, you should use a BlocProvider, which will implicitly assigns the instance of the parent classes' Bloc to your children.
I'm wondering how I can pass a string from a class into its state class.
I tried passing a string into a Text widget using widget.foodName but it returns me the error "Evaluation of this constant expression throws an exception".
I guess since the constructor is declaring that string it returns me that issue.
Any ideas how to solve this?
import 'package:flutter/material.dart';
class FoodCard extends StatefulWidget {
#override
FoodCard(this.chosenIcon, this.foodName, this.expireDate);
int chosenIcon;
String foodName;
String expireDate;
_FoodCardState createState() => _FoodCardState();
}
class _FoodCardState extends State<FoodCard> {
#override
Widget build(BuildContext context) {
return Card(
child: Column(
mainAxisSize: MainAxisSize.min,
children: <Widget>[
const ListTile(
leading: Icon(Icons.apps),
title: Text(widget.foodName), // <<<--------------
subtitle: Text("xyz"),
)
],
),
);
}
}
Change your FoodCard class into the following structure, and you'll be able to call foodName property without any problems. These changes are made following the Stateful widget class documentation:
class FoodCard extends StatefulWidget {
FoodCard({Key key, this.chosenIcon, this.foodName, this.expireDate}): super(key: key);
final int chosenIcon;
final String foodName;
final String expireDate;
#override
_FoodCardState createState() => _FoodCardState();
}
And you should also remove const which is added before ListTile widget:
class _FoodCardState extends State<FoodCard> {
#override
Widget build(BuildContext context) {
return Card(
child: Column(
mainAxisSize: MainAxisSize.min,
children: <Widget>[
ListTile(
leading: Icon(Icons.apps),
title: Text(widget.foodName), // <<<--------------
subtitle: Text("xyz"),
)
],
),
);
}
}
I'm using the Flutter login home animation from GeekyAnts. You can find it on:
https://github.com/GeekyAnts/flutter-login-home-animation
I can't get to handle username and password values entered in the fields as these fields are being called from the login page through a Widget called FormContainer which contains two other Widgets called InputFieldArea.
When using onChanged in the TextFormField, I don't know how to make these values reach the parent LoginPage class.
Could you help me understand how changes in fields in the Login page should be handled in order to make the login work?
Thanks!
Use a TextEditingController, as described in Retrieve the value of a text field.
TextFormField takes the controller as a constructor argument, you can pass it down to your InputFieldArea through a similar constructor:
class InputFieldArea extends StatelessWidget {
final TextEditingController controller;
final bool obscureText;
// ...
const InputFieldArea({Key key, this.controller, this.obscureText}) : super(key: key);
#override
Widget build(BuildContext context) {
return Container(
color: Colors.orange,
// ...
child: TextFormField(
controller: controller,
obscureText: obscureText,
// ...
),
);
}
}
It's important that the controllers are stored in a State, so that if the widgets are rebuilt for some reason, the controllers are not recreated:
class MyHomePage extends StatefulWidget {
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
final _usernameController = TextEditingController();
final _passwordController = TextEditingController();
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
body: Column(
children: <Widget>[
InputFieldArea(
controller: _usernameController,
obscureText: false,
),
InputFieldArea(
controller: _passwordController,
obscureText: true,
),
RaisedButton(
onPressed: () {
// example how to read the current text field values
print('username: ${_usernameController.text}, password: ${_passwordController.text}');
},
)
],
)
);
}
}
Also check out the shrine login demo.
I have a 'Container' wrapped in a 'GestureDetector'. I've added 'Text' over the 'Container' at runtime and the 'Text' prevents parts of the 'Container' from detecting Gestures. How to prevent 'Text' from blocking Gesture detection?
class MyButton extends StatefulWidget {
#override
_MyButtonState createState() => new _MyButtonState();
}
class _MyButtonState extends State<MyButton> {
#override
Widget build(BuildContext context) {
return new GestureDetector(
onTapDown: myTapDown,
child: new Container(),
);
}
void myTapDown(TapDownDetails details) {
showDialog(
context: context,
child: new Text(
'SOME TEXT',
textScaleFactor: 2.0,
),
);
}
}
class MyPage extends StatefulWidget {
#override
_MyPageState createState() => new _MyPageState();
}
class _MyPageState extends State<MyPage> {
#override
Widget build(BuildContext context) {
return new Stack(
children: <Widget>[
new MyButton(),
new Column(
children: <Widget>[new Text('NAME'),new Text('NUMBER')],
)
],
);
}
}
Is there a way to force Flutter to redraw all widgets (e.g. after locale change)?
Your Widget should have a setState() method, everytime this method is called, the widget is redrawn.
Documentation : Widget setState()
Old question, but here is the solution:
In your build method, call the rebuildAllChildren function and pass it the context:
#override
Widget build(BuildContext context) {
rebuildAllChildren(context);
return ...
}
void rebuildAllChildren(BuildContext context) {
void rebuild(Element el) {
el.markNeedsBuild();
el.visitChildren(rebuild);
}
(context as Element).visitChildren(rebuild);
}
This will visit all children and mark them as needing to rebuild.
If you put this code in the topmost widget in your widgets tree, it will rebuild everything.
Also note you must order that specific widget to rebuild. Also you could have some boolean so that the rebuild of that widget only rebuilds all of its children when you really need it (it's an expensive operation, of course).
IMPORTANT: This is a hack, and you should only do this if you know what you are doing, and have strong reason to do so. One example where this is necessary is in my internationalization package: i18_extension. As Collin Jackson explained in his answer, you are really not supposed to do this in general.
This type of use case, where you have data that children can read but you don't want to explicitly pass the data to the constructor arguments of all your children, usually calls for an InheritedWidget. Flutter will automatically track which widgets depend on the data and rebuild the parts of your tree that have changed. There is a LocaleQuery widget that is designed to handle locale changes, and you can see how it's used in the Stocks example app.
Briefly, here's what Stocks is doing:
Put a callback on root widget (in this case, StocksApp) for handling locale changes. This callback does some work and then returns a customized instance of LocaleQueryData
Register this callback as the onLocaleChanged argument to the MaterialApp constructor
Child widgets that need locale information use LocaleQuery.of(context).
When the locale changes, Flutter only redraws widgets that have dependencies on the locale data.
If you want to track something other than locale changes, you can make your own class that extends InheritedWidget, and include it in the hierarchy near the root of your app. Its parent should be a StatefulWidget with key set to a GlobalKey that accessible to the children. The State of the StatefulWidget should own the data you want to distribute and expose methods for changing it that call setState. If child widgets want change the State's data, they can use the global key to get a pointer to the State (key.currentState) and call methods on it. If they want to read the data, they can call the static of(context) method of your subclass of InheritedWidget and that will tell Flutter that these widgets need to rebuilt whenever your State calls setState.
Refreshing the whole widget tree might be expensive and when you do it in front of the users eyes that wouldn't seem sweet.
so for this purpose flutter has ValueListenableBuilder<T> class. It allows you to rebuild only some of the widgets necessary for your purpose and skip the expensive widgets.
you can see the documents here ValueListenableBuilder flutter docs
or just the sample code below:
return Scaffold(
appBar: AppBar(
title: Text(widget.title)
),
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text('You have pushed the button this many times:'),
ValueListenableBuilder(
builder: (BuildContext context, int value, Widget child) {
// This builder will only get called when the _counter
// is updated.
return Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: <Widget>[
Text('$value'),
child,
],
);
},
valueListenable: _counter,
// The child parameter is most helpful if the child is
// expensive to build and does not depend on the value from
// the notifier.
child: goodJob,
)
],
),
),
floatingActionButton: FloatingActionButton(
child: Icon(Icons.plus_one),
onPressed: () => _counter.value += 1,
),
);
And also never forget the power of setState(() {});
I explain how to create a custom 'AppBuilder' widget in this post.
https://hillelcoren.com/2018/08/15/flutter-how-to-rebuild-the-entire-app-to-change-the-theme-or-locale/
You can use the widget by wrapping your MaterialApp with it, for example:
Widget build(BuildContext context) {
return AppBuilder(builder: (context) {
return MaterialApp(
...
);
});
}
You can tell the app to rebuild using:
AppBuilder.of(context).rebuild();
Simply Use:
Navigator.popAndPushNamed(context,'/screenname');
Whenever you need to refresh :)
What might work for your use case is using the Navigator to reload the page. I do this when switching between "real" and "demo" mode in my app. Here's an example :
Navigator.of(context).push(
new MaterialPageRoute(
builder: (BuildContext context){
return new SplashPage();
}
)
);
You can replace "new SplashPage()" in the above code with whatever main widget (or screen) you would like to reload. This code can be called from anywhere you have access to a BuildContext (which is most places in the UI).
Just use a Key on one of your high-level widgets, everything below this will lose state:
Key _refreshKey = UniqueKey();
void _handleLocalChanged() => setState((){
_refreshKey = UniqueKey()
});
Widget build(BuildContext context){
return MaterialApp(
key: _refreshKey ,
...
)
}
You could also use a value key like:
return MaterialApp(
key: ValueKey(locale.name)
...
);
Why not just have Flutter.redrawAllWidgetsBecauseISaidSo();? –
TimSim
There kinda is:
Change to key to redraw statefull child widgets.
Jelena Lecic explained it good enough for me on medium.
import 'package:flutter/material.dart';
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key? key}) : super(key: key);
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
var _forceRedraw; // generate the key from this
void _incrementCounter() {
setState(() {
_counter++;
_forceRedraw = Object();
});
}
#override
void initState() {
_forceRedraw = Object();
super.initState();
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
MyStatefullTextWidget(
key: ValueKey(_forceRedraw),
counter: _counter,
),
Text(
'$_counter',
style: Theme.of(context).textTheme.headline4,
),
],
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: Icon(Icons.add),
),
);
}
}
class MyStatefullTextWidget extends StatefulWidget {
final int counter;
const MyStatefullTextWidget({
required this.counter,
Key? key,
}) : super(key: key);
#override
_MyStatefullTextWidgetState createState() => _MyStatefullTextWidgetState();
}
class _MyStatefullTextWidgetState extends State<MyStatefullTextWidget> {
#override
Widget build(BuildContext context) {
return Text(
'You have pushed the button this many times:${widget.counter}',
);
}
}
Simply Use:
Navigator.popAndPushNamed(context,'/xxx');
I my case it was enough to reconstruct the item.
Changed:
return child;
}).toList(),
To:
return SetupItemTypeButton(
type: child.type,
icon: child.icon,
active: _selected[i] == true,
onTap: ...,
);
}).toList(),
class SetupItemTypeButton extends StatelessWidget {
final dynamic type;
final String icon;
estureTapCallback onTap;
SetupItemTypeButton({Key? key, required this.type, required this.icon, required this.onTap}) : super(key: key);
#override
Widget build(BuildContext context) {
return Container();
}
}
class SetupItemsGroup extends StatefulWidget {
final List<SetupItemTypeButton> children;
final Function(int index)? onSelect;
SetupItemsGroup({required this.children, this.onSelect});
#override
State<SetupItemsGroup> createState() => _SetupItemsGroupState();
}
class _SetupItemsGroupState extends State<SetupItemsGroup> {
final Map<int, bool> _selected = {};
#override
Widget build(BuildContext context) {
int index = 0;
return Container(
child: GridView.count(
children: widget.children.map((child) {
return SetupItemTypeButton(
type: child.type,
icon: child.icon,
active: _selected[i] == true,
onTap: () {
if (widget.onSelect != null) {
int i = index++;
child.active = _selected[i] == true;
setState(() {
_selected[i] = _selected[i] != true;
child.onTap();
widget.onSelect!(i);
});
}
},
);
}).toList(),
),
);
}
}